Stopping fade to black

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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N|K
Posts: 63
Joined: Wed Sep 23, 2009 11:11 am

Stopping fade to black

Post by N|K »

Does anyone know how to stop a surface from starting to fade out when moving away from it from a distance?
fKd
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Re: Stopping fade to black

Post by fKd »

i believe it has to do with picmips, you can write a shader telling the engine not to draw em, its like a lod for textures, but again, engine pros will know more than me :D

adding something like

nopicmip

to the shader should work... i think...

sorry man
N|K
Posts: 63
Joined: Wed Sep 23, 2009 11:11 am

Re: Stopping fade to black

Post by N|K »

Nah it didn't work, but thanks anyway!
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Re: Stopping fade to black

Post by AEon »

Tried nopicmip on the item pad textures for template_ae, because the fading of the edges used to look ugly. Did not change anything either.
N|K
Posts: 63
Joined: Wed Sep 23, 2009 11:11 am

Re: Stopping fade to black

Post by N|K »

What I am meaning is when something is far away and it fades to black.
In Quake & Quake II, it instantly dissapears. In Quake III I think the fade to black is Carmack's way of making the engine limitation look less cheap, but this is bad for me because I am using a glow effect that will be at a distance, and the surrounding surfaces are fading to black, so the lighting looks all wrong, but if I can switch it off it will be good.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Stopping fade to black

Post by obsidian »

Do you have a screenshot of what you're talking about, because I have no idea what you're talking about. Quake 3 does not fade anything to black on long draw distances.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Stopping fade to black

Post by o'dium »

Isn't noPicmip just used for texture quality settings, so that certain things (mostly 2d and UI stuff) don't lower in quality and blur out...?

In other words, its PICMIP not MIPMAP.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Stopping fade to black

Post by obsidian »

Regardless, neither picmip or mipmap will fade anything to black, so unless he actually shows us exactly what's going on, there's no way for us to know exactly what's going on.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Grenader
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Joined: Sun Oct 08, 2006 11:38 am

Re: Stopping fade to black

Post by Grenader »

Possibly portal surfaces
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Stopping fade to black

Post by ^misantropia^ »

Or crappy video drivers. Most integrated video chipsets do the bulk of the processing on the CPU so they take shortcuts here and there.
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